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post Aug 3 2013, 15:23
Post #5021
gc00018



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QUOTE(watisthis @ Aug 3 2013, 13:06) *

Why are mages always complaining they're not good enough?


I am just complaining too bored circling, not more main target x2, not more different type circle.
Only the imp all --> T3 --> R tier1 left. (IMG:[invalid] style_emoticons/default/wink.gif)

QUOTE(andywong @ Aug 2 2013, 16:27) *

I just feel shame as a melee where only can go around 300 rounds in IWBTH GF even with one Featherweight Charm
Why there are so many gods can go a thousand rounds [sad]


Even even with element set, I can only reach 490. (IMG:[invalid] style_emoticons/default/tongue.gif) So don't be shame~ (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by gc00018: Aug 3 2013, 15:36
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post Aug 3 2013, 16:00
Post #5022
n125



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QUOTE(gc00018 @ Aug 3 2013, 06:23) *

I am just complaining too bored circling, not more main target x2, not more different type circle.
Only the imp all --> T3 --> R tier1 left. (IMG:[invalid] style_emoticons/default/wink.gif)


More damage against the main target was nice; I'd like to see that back. It would help with Kodou Yuki. (IMG:[invalid] style_emoticons/default/heh.gif)

As for the cycle, I prefer to keep it simple. This is coming from someone who did the whole four-element thing at one time. Imperil and one element keeps the game fast; you don't have to think. But if you can come up with a way to get rid of Imperil without screwing a lot of people over, all the better. When I sit down to do 1300 IWBTH arena rounds, I want to get it over with as quickly as I can. The last thing I would want is to have to juggle multiple elements and cool-down timers which, in my mind, would effectively slow the game down because I'd have to make more mental checks before taking each turn.
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post Aug 3 2013, 16:22
Post #5023
buktore



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QUOTE(gc00018 @ Aug 3 2013, 20:12) *

TOO POWERFUL IMPERIL


Oh shi-
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post Aug 3 2013, 16:34
Post #5024
ChosenUno



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QUOTE(buktore @ Aug 3 2013, 21:22) *

Oh shi-


It is too powerful, especially when Tenboro explicitly said he didn't want reliance on Imperil.

Prof should carry most of the weight of Imperil, IMO.
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post Aug 3 2013, 17:17
Post #5025
piyin



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QUOTE(watisthis @ Aug 3 2013, 16:06) *

Why are mages always complaining they're not good enough?


I suggested a spell called "Powerword Die" long time ago, effect: instant kill every monster... i think that can boost the mages morale (as it look they suffer as hell for begin mages...)
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post Aug 3 2013, 17:38
Post #5026
Cronauron



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QUOTE(piyin @ Aug 3 2013, 11:17) *

I suggested a spell called "Powerword Die" long time ago, effect: instant kill every monster... i think that can boost the mages morale (as it look they suffer as hell for begin mages...)


If it's based off Power Word Kill, which only worked on things below 100 HP, then it would be acceptable I'm sure.
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post Aug 3 2013, 17:44
Post #5027
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QUOTE(ChosenUno @ Aug 3 2013, 21:34) *

It is too powerful


I know— it was already powerful when it was added to the game... My remark was simply a reaction to a straight (and in ALL CAPS!) way gc00018 put it; it's refreshing to see something like that after reading so many bullshit that is too common in these kind of discussion! (IMG:[invalid] style_emoticons/default/wink.gif)

Anyway... To be frank, the spell baffled me right from the start of its existence— why made a spell that rendered a large portion of the existing game's mechanic and all of its complex inter-related variables to be almost pointless? (IMG:[invalid] style_emoticons/default/huh.gif)

And now look at what a bloody mess and such a PITA it has become now! Tenb certainly has a lot of homework to do, that's for sure... (IMG:[invalid] style_emoticons/default/wacko.gif)
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post Aug 3 2013, 18:24
Post #5028
ChosenUno



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QUOTE(buktore @ Aug 3 2013, 22:44) *

I know— it was already powerful when it was added to the game... My remark was simply a reaction to a straight (and in ALL CAPS!) way gc00018 put it; it's refreshing to see something like that after reading so many bullshit that is too common in these kind of discussion! (IMG:[invalid] style_emoticons/default/wink.gif)

Anyway... To be frank, the spell baffled me right from the start of its existence— why made a spell that rendered a large portion of the existing game's mechanic and all of its complex inter-related variables to be almost pointless? (IMG:[invalid] style_emoticons/default/huh.gif)

And now look at what a bloody mess and such a PITA it has become now! Tenb certainly has a lot of homework to do, that's for sure... (IMG:[invalid] style_emoticons/default/wacko.gif)


QUOTE
To be frank, void damage baffled me right from the start of its existence— why made a damage type that rendered a large portion of the existing game's mechanic and all of its complex inter-related variables to be almost pointless? (IMG:[invalid] style_emoticons/default/huh.gif)

And now look at what a bloody mess and such a PITA it has become now! Tenb certainly has a lot of homework to do, that's for sure... (IMG:[invalid] style_emoticons/default/wacko.gif)


(IMG:[invalid] style_emoticons/default/rolleyes.gif)

Funny how it fits melee so well (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by ChosenUno: Aug 3 2013, 18:25
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post Aug 3 2013, 18:32
Post #5029
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QUOTE(ChosenUno @ Aug 3 2013, 23:24) *

Funny how it fits melee so well (IMG:[invalid] style_emoticons/default/rolleyes.gif)


(IMG:https://forums.e-hentai.org/uploads/post-47516-1342503500.gif)


... or was it serious? You can't be that desperate... Right? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Aug 3 2013, 18:59
Post #5030
ChosenUno



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QUOTE(buktore @ Aug 3 2013, 23:32) *

(IMG:https://forums.e-hentai.org/uploads/post-47516-1342503500.gif)
... or was it serious? You can't be that desperate... Right? (IMG:[invalid] style_emoticons/default/huh.gif)


Now that I changed my avatar it's getting harder to guess huh (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Aug 3 2013, 20:23
Post #5031
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QUOTE(gc00018 @ Aug 3 2013, 08:12) *
I don't really feel anything defence difference of a imperiled Mob, only HP and resist do something.
Most of time one shot with Tier3 or Tier3+ 1-3 Tier1.
Again, the whole matter is reault from the TOO POWERFUL IMPERIL which make a small mount of damage (5-15%) improvment does nothing difference while a little of anti-resist or mana conservation improvment can worth much higher than it should have be.(and there is not even a little mana conservation adventage of element over holy/dark)
Some works done by imperil should be left to prof or ability, mages should have more chioce of circling not imp & R Tier1. (IMG:[invalid] style_emoticons/default/wink.gif)

Kodou Yuki is really the only one I see a major difference on if you don't Imperil. Also, the difference in damage between T1 & T3 is minor on high resist mobs and doesn't reflect the sharp increase in cost. T3 is really only used at all because of it's wider range of targets. And since it has 4-5 turn cooldown, mana conservation does a lot more to help against endless normal mobs by keeping everything cheap when rounds can't be cleared in one shot. Elemental helps a lot in that regard with cheaper spells, and it's only major drawback is the huge resistance disparity on Legendary mobs (still wouldn't be much of a problem if not for their huge base HP.)

QUOTE(n125 @ Aug 3 2013, 09:00) *
As for the cycle, I prefer to keep it simple. This is coming from someone who did the whole four-element thing at one time. Imperil and one element keeps the game fast; you don't have to think. But if you can come up with a way to get rid of Imperil without screwing a lot of people over, all the better. When I sit down to do 1300 IWBTH arena rounds, I want to get it over with as quickly as I can. The last thing I would want is to have to juggle multiple elements and cool-down timers which, in my mind, would effectively slow the game down because I'd have to make more mental checks before taking each turn.

The smart way of doing daily IWBTH arena. Keep it simple and fast.

QUOTE(ChosenUno @ Aug 3 2013, 09:34) *

It is too powerful, especially when Tenboro explicitly said he didn't want reliance on Imperil.

Prof should carry most of the weight of Imperil, IMO.

I agree. Scale Imperil's resistance reduction to elemental, divine, and forbidden profs when using those respective attacks, and remove the Imperil spell. And don't cap the reduction. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 3 2013, 21:12
Post #5032
DYasha



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QUOTE(ChosenUno @ Aug 3 2013, 03:41) *

No idea (IMG:[invalid] style_emoticons/default/blink.gif)

Why would mages want a skill attack that stunned all enemies? Because it would give mages a chance to recover, since Cure has a cooldown that is deadly for mages with weak Mitigations. And we do use regular attacks to trigger Ether tap, which does slowly build OC for us. Our only skill attack targets 1 enemy, which is only used against boss characters. It is never used otherwise. All other fighting styles have skill attacks that target multiple enemies. Why not Staffs too? I keep hearing about "balance", but when Staff is the only fighting style not to have a skill that targets multiple enemies, that is unbalanced and should be remedied. Also, Staff is a 2 handed weapon, but doesn't have domino strike. What's up with that?
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post Aug 3 2013, 21:41
Post #5033
hitokiri84



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QUOTE(danixxx @ Aug 3 2013, 03:59) *

I looked at my monsters and after imperil giants, arthropods, daimons, undeads, humanoids, dragonkins, elementals, avions, mechanoids, beasts, reptilians have all less elementals resists than dark.

Oh yeah, i have more damage against celestials and sprites (IMG:[invalid] style_emoticons/default/rolleyes.gif) .

Not true at all.

Advantage After Imperil:

Fire v Dark
5 - 8
Cold v Dark
7 - 6
Elec v Dark
6 - 7
Wind v Dark
7 - 6

http://ehwiki.org/wiki/monster_lab#Colored_Charts

Base Cumulative Totals
Fire - 125
Cold - 75
Elec - 150
Wind - 100
Holy - 0
Dark - -50

Yeah, Holy/Dark guys have it sooo bad. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by hitokiri84: Aug 3 2013, 21:42
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post Aug 3 2013, 21:49
Post #5034
Ichy



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tl;dr mage is no fun
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post Aug 3 2013, 22:07
Post #5035
danixxx



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QUOTE(hitokiri84 @ Aug 3 2013, 21:41) *

Not true at all.

Advantage After Imperil:

Fire v Dark
5 - 8
Cold v Dark
7 - 6
Elec v Dark
6 - 7
Wind v Dark
7 - 6

http://ehwiki.org/wiki/monster_lab#Colored_Charts

Base Cumulative Totals
Fire - 125
Cold - 75
Elec - 150
Wind - 100
Holy - 0
Dark - -50

Yeah, Holy/Dark guys have it sooo bad. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Is that a joke ? Did you really take the base resist instead of actual resists of monsters?
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post Aug 3 2013, 23:01
Post #5036
hitokiri84



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QUOTE(danixxx @ Aug 3 2013, 15:07) *

Is that a joke ? Did you really take the base resist instead of actual resists of monsters?

Makes no difference. Monsters with the same set of upgrades will have the same disparity in resistances.

But since you like to bitch without any basis for your argument, lets check the bestiary for strong monsters that start with max resistance (25) for Dark and Wind.

Dark:
QUOTE
Daimon
Sherlock Sheryl Shellingford PL1353
Succubus PL1353

Elemental
Aoi Phoenix PL1269

Undead
Nikaidou Sakina PL1259
Fire Spirit PL1132
Kanoe Yuuko PL1082


Wind:
QUOTE
Arthropod
Kodou Yuki PL2250
Deadly Moth PL1290

Beast
Nyaruko The Crawling Chaos PL1595
Noihara Himari PL1287
Shijyou Mizuki PL1250
Baloth PL1262
Midnightpass PL1080

Celestial
Celestia Lindwurm PL1498
Akroma PL1388
Memphis Linesword PL1250
Kazane Hiyori PL1216
Setebos PL116
Ogiso Setsuna PL1087

Daimon
Sherlock Sheryl Shellingford PL1353
Succubus PL1353

Elemental
Aoi Phoenix PL1269

Mechanoid
Rarafew PL1506
Mr Roboto PL1476
Fgr34144 PL1400
Ragingheart Exelion PL1265
Liger Zero PL1110
CHdd264 PL1080

Sprite
Bottle Fairy PL1383
Yui Die Fee PL1263
Sugar Winter PL1263
Heartiels PL1263

Undead
Nikaidou Sakina PL1259
Fire Spirit PL1132
Kanoe Yuuko PL1082


Oh, how unfortunate you are. (IMG:[invalid] style_emoticons/default/cry.gif)
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post Aug 3 2013, 23:08
Post #5037
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ahhhhh... this thread still has some gas to run!!! till (maybe) the 300 pages?
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post Aug 3 2013, 23:09
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QUOTE(danixxx @ Aug 3 2013, 12:07) *

Is that a joke ? Did you really take the base resist instead of actual resists of monsters?

Do you know of any players that don't spread out their resistance upgrades?
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post Aug 3 2013, 23:24
Post #5039
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Okay, after doing some maths, here are the figures I get (NOTE: ALL DATA FROM HVLIST):

CODE
                                                        Resistant                                       Weakness                    
Class Name  Count   Average PL  Highest PL  Percentage  Fire    Cold    Elec    Wind    Holy    Dark    Fire    Cold    Elec    Wind    Holy    Dark
Arthropod   104     550         2250        3.83        42      1       44      43      1       1       0       2       0       0       0       0
Avion       99      534         1335        3.65        0       1       40      0       2       2       1       0       0       85      0       0
Beast       171     539         1600        6.3         0       75      2       68      2       2       4       0       0       0       0       0
Celestial   191     532         1498        7.03        60      60      63      63      62      0       0       0       0       0       0       162
Daimon      148     527         1359        5.45        48      52      49      50      0       50      0       0       0       0       124     0
Dragonkin   254     564         1675        9.36        101     0       97      3       4       5       0       209     0       3       0       0
Elemental   286     557         1269        10.53       161     165     164     168     163     163     0       0       0       0       0       0
Giant       339     567         1693        12.49       162     166     0       0       3       4       0       0       1       0       0       0
Humanoid    422     564         2076        15.54       5       5       5       5       6       1       0       0       0       0       0       3
Mechanoid   258     518         1506        9.5         92      91      0       91      90      2       0       0       218     0       0       0
Reptilian   88      545         1251        3.24        37      0       37      0       0       1       0       71      0       0       0       0
Sprite      155     536         1383        5.71        56      58      59      60      60      0       0       0       0       0       0       142
Undead      200     543         1413        7.37        0       73      72      75      0       76      168     0       0       0       165     0
Sum         2715                                        764     747     632     626     393     307     173     282     219     88      289     307
Chance to meet                                          28.14   27.51   23.28   23.06   14.48   11.31


Make of those numbers what you will (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Aug 4 2013, 00:01
Post #5040
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QUOTE(hitokiri84 @ Aug 3 2013, 23:01) *

Makes no difference. Monsters with the same set of upgrades will have the same disparity in resistances.

But since you like to bitch without any basis for your argument, lets check the bestiary for strong monsters that start with max resistance (25) for Dark and Wind.

Dark:
Wind:
Oh, how unfortunate you are. (IMG:[invalid] style_emoticons/default/cry.gif)


You seem to forget the part after imperil, you could have checked your monsters since this works for all monsters with more than 20 resist upgrade, here is an example

Crosis dragonkin +36 res upgrade all
Fire 61
Cold 13
Elec 61
Wind 29
Dark 45
Holy 45

After imperil
Fire 61 -50 = 11
Cold 13 - 50 = -43
Elec 61 - 50 = 11
Wind 29 - 50 = -21
Dark 45 - 30 = 15
Holy 45 - 30 = 15

QUOTE(Maximum_Joe @ Aug 3 2013, 23:09) *

Do you know of any players that don't spread out their resistance upgrades?


Nope but you do seem to forget that resist upgrades are not equal, monster get +1 resist if they start at +25, +1.25 @ 0, +1.5 @ -25 and +1.75 @ -50.
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